tests: Fix test_conditional_rendering().

Fixes crashes, Vulkan and Direct3D validation errors.

* Fix state transitions.
* Use a multisample texture with ResolveSubresource().

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-06-18 10:07:47 +02:00 committed by Alexandre Julliard
parent 7240534abc
commit 8d03148e11

View File

@ -30868,8 +30868,11 @@ static void test_conditional_rendering(void)
ID3D12GraphicsCommandList *command_list;
D3D12_ROOT_PARAMETER root_parameters[2];
ID3D12Resource *texture, *texture_copy;
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
D3D12_HEAP_PROPERTIES heap_properties;
ID3D12PipelineState *pipeline_state;
ID3D12RootSignature *root_signature;
D3D12_RESOURCE_DESC resource_desc;
struct test_context context;
ID3D12Resource *buffer, *cb;
struct resource_readback rb;
@ -30884,6 +30887,7 @@ static void test_conditional_rendering(void)
static const D3D12_DRAW_ARGUMENTS draw_args = {3, 1, 0, 0};
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
static const float ms_color[] = {0.345f, 0.282f, 0.219f, 0.156f};
static const uint32_t init_value = 0xdeadbeef;
static const D3D12_SUBRESOURCE_DATA copy_data[] =
{
@ -31033,6 +31037,8 @@ static void test_conditional_rendering(void)
todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0);
release_resource_readback(&rb);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
/* ExecuteIndirect(). */
buffer = create_upload_buffer(context.device, sizeof(draw_args), &draw_args);
@ -31109,17 +31115,43 @@ static void test_conditional_rendering(void)
check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
/* ResolveSubresource(). */
/* Multisample texture. */
ID3D12Resource_Release(texture);
memset(&heap_properties, 0, sizeof(heap_properties));
heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
memset(&resource_desc, 0, sizeof(resource_desc));
resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resource_desc.Width = 1;
resource_desc.Height = 1;
resource_desc.DepthOrArraySize = 1;
resource_desc.MipLevels = 1;
resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resource_desc.SampleDesc.Count = 4;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE,
&resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
memset(&rtv_desc, 0, sizeof(rtv_desc));
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ID3D12Device_CreateRenderTargetView(context.device, texture, &rtv_desc,
get_cpu_rtv_handle(&context, context.rtv_heap, 0));
reset_command_list(command_list, context.allocator);
ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, ms_color, 0, NULL);
/* ResolveSubresource(). */
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
upload_texture_data(texture_copy, &copy_data[1], 1, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST);
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_RESOLVE_DEST);
transition_resource_state(command_list, texture,
D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
/* Skip. */
ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
@ -31147,7 +31179,7 @@ static void test_conditional_rendering(void)
transition_resource_state(command_list, texture_copy,
D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 2);
reset_command_list(command_list, context.allocator);
@ -31156,7 +31188,7 @@ static void test_conditional_rendering(void)
buffer = create_default_buffer(context.device, 512,
D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
upload_buffer_data(buffer, 0, sizeof(uint32_t), &init_value, queue, command_list);
upload_buffer_data(buffer, 0, sizeof(init_value), &init_value, queue, command_list);
reset_command_list(command_list, context.allocator);
transition_sub_resource_state(command_list, buffer, 0,
D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);